attribute vec4 ece_Vertex;
attribute vec3 ece_Normal;
attribute vec2 ece_TexCoord;
attribute vec2 ece_BlendTexCoord;
varying vec2 vTexCoord;
varying vec2 vBlendTexCoord;
varying vec3 vNormal;
varying vec3 vPosition;
varying float vDistance;
void main() {
	gl_Position = ece_ModelViewProjectionMatrix * ece_Vertex;
	vPosition = vec3(ece_ModelViewMatrix * ece_Vertex);
	vDistance = length(gl_Position.xyz);
	vTexCoord = ece_TexCoord;
	vBlendTexCoord = ece_BlendTexCoord;
	vNormal = ece_NormalMatrix * ece_Normal;
}